#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 aTexCoords;

out vec2 TexCoords;

uniform mat4 Emodel;
uniform mat4 Eview;
uniform mat4 Eprojection;

void main()
{
	TexCoords = aTexCoords;
	gl_Position = Eprojection * Eview * Emodel * vec4(position, 1.0);
}